One of the major claims of the upcoming FPS game Homefront is that the characters in the game who fight alongside you are susceptible to human emotions such as grief, rage, and shock.

This view of the "imperfect" soldier who can't handle killing 150 enemies in a row without stopping to reflect on the lives he just took is much different than what most FPS game characters are now. But could this be a bad thing? One could argue that an FPS character who is detatched from reality could leave more of a lasting impact than one who has to contemplate his actions.

There are rumours that Skyrim will feature a drastically scaled back (or possibly no) spell creation feature, instead relying more on spells being somewhat context sensitive (casting on the ground will create spell "mines", holding the button down will create a spray etc.)

Two Worlds 2 however seems to have a much more robust system for spells, but its complexity could be a bit of a barrier to entry. Do you think these different systems reflect the developers difference in size (the larger bethesda catering to a more "gamey" crowd) and which of these systems do you think would make you feel more like a "bad ass mage?"

Sorry if this question has been asked before in past viewer questions but I am a huge Demon's Souls fan and am super excited about the upcoming Dark Souls due to the removal of the Nexus and them implementing an open world. My question is:

Do you guys have a game that you love or hate that you think would do well switching from a linear world to an open world or an open world game having a larger open world? What game and why?

the first time i beat fallout 1, the overseer was talking to me about how i saved everyone, how i was a hero, as well as the biggest threat to the vault. The sad thing is, I sided with the vault overseer. he was right in a way, and i could tell how difficult it was for him. When the cutscene ended, he started to go back to the vault. Then i heard combat mode open and saw my character move by themself. i tried to stop it, trying to get out of combat mode, but it was impossible. my character, outside of my control, killed a man who i agreed with and didn't want to see die.

Have you ever had a gaming moment where your character did something that you completely disagreed with, even to the point of hating them in a way? regardless of if you were in control of it or not?

In general when I play games, I always seem to suffer from a "pack rat" mentality, as I am sure many other gamers do. What I mean by this is a strong reluctance to use powerful weapons, items, or abilities, fearing that something more difficult may be just around the corner. What ends up happening is that I either finish the game with many powerful things unused, or I end up struggling to the end of the game, and breeze through the final boss.

Is there any way that developers can alleviate this problem? Should players be forced to use their items at various points throughout the game to prevent this sort of buildup?

With the recent announcment of Clint Mansell (Fountain, Black Swan, Requiem) set to score Mass Effect 3, when do you think the rest of hollywood will jump on board with gaming. With gaming budgets upwards of 50 million these days, they can afford to pay high quality actors to voice characters. Could you imagine marketing a game with Jeff Bridges and Tom Hanks at the forefront? Why do devs insist on using generic voices from around the studio?

I am upset because all my roommates do all day everyday is play nazi zombies in Call of duty: Black ops. How do I convince them to play something else that doesn't suck as much? I'm really sick of hearing "max ammo!" every 5 minutes and the phrase "lets grab some jugs" has lost all appeal. help :[

Why do most people think Guillermo Del Toro will instantly have success in the video game industry when there is no prior evidence to suggest he will? Sure he has made amazing moveis such as Pan's Labyrinth, Cronos, The Devil's Backbone, etc., but I don't see how that will instantly transfer to success in a new market. What are y'alls thoughts?

Every now and then, you guys talk about demos that come out for games. A lot of the time, the demos do not meet your expectations in demonstrating the game properly to encourage a person to go out and buy it. My question is, what would you guys incorporate in a demo so that it shows off enough content to influence more people to buy the product. (eg. longer demos, demos that carry over perks to the full game upon release, showing off a particular segment in the game, etc.)